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Old 04-19-2009, 09:33 PM
realityincarnate
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Join Date: Dec 2007
Posts: 122
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I might be missing something, but why mess with the database at all? What about structuring it something like:

quest::saylink(text,value)

and have the function return a link to a fictitious item. You could use your plan of using item values over 1,000,000, or maybe negative item values if you wanted to be sure of never interfering with anything. Then you could adjust the code to activate a ChannelMessageReceived function based on the value you entered.

So, for example quest::saylink("test",1) would create a link on the word "test." When you clicked it, it would send a message of SayLink1, or something along those lines. That way, you could have multiple saylinks in one quest without too much complexity. I won't have a chance to look at the source for a bit, but I have a basic idea of how it might be coded.
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